head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Optimization · Pure Optimization
Sprawling tactical dungeon crawler where managing a dwindling hand of cards decides everything.

Optimization · Pure Optimization
Long-horizon empire optimization over a randomly dealt but mappable map.
Gloomhaven leans Optimization (Pure Optimization); Sid Meier's Civilization leans Optimization (Pure Optimization).
Gloomhaven leans a little harder on execution, though the gap is small.
Gloomhaven
Turn-based; zero dexterity demand
Sid Meier's Civilization
Turn-based clicking, zero physical demand
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Gloomhaven
Monster AI follows printed, mappable rules
Sid Meier's Civilization
AI leaders follow mappable personalities, not adaptive minds
Gloomhaven leans a little harder on variance, though the gap is small.
Gloomhaven
Modifier deck and monster ability draws
Sid Meier's Civilization
Map generation and combat rolls hide early information
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Gloomhaven
Card economy and scenario routing are the game
Sid Meier's Civilization
Tech routing, expansion and economy are deeply solvable
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.